Krojak reacts to “FFXIV History Lessons: Heavensward Era” by Larryzaur, and the sheer amount of things I learned about Final Fantasy 14’s past is insane. This video is filled with tons of little tidbits of trivia from when FFXIV was but a little fledgling mmorpg. Oh, and Larryzaur is hilarious.
Original video ► https://www.youtube.com/watch?v=MYy6GInvKUo&ab_channel=Larryzaur
Twitch ► https://www.twitch.tv/krojak
Download and Play Final Fantasy XIV ► https://www.finalfantasyxiv.com/
Final Fantasy XIV is a massively multiplayer online role-playing game (MMORPG) developed and published by Square Enix. Directed and produced by Naoki Yoshida, it was released worldwide for Microsoft Windows and PlayStation 3 in August 2013, as a replacement for the failed 2010 version of the game, with support for PlayStation 4, PlayStation 5, and macOS releasing later. Final Fantasy XIV takes place in the fictional land of Eorzea, five years after the events of the original 2010 release. At the conclusion of the original game, the primal dragon Bahamut escapes from its lunar prison to initiate the Seventh Umbral Calamity, an apocalyptic event which destroys much of Eorzea. Through the gods’ blessing, the player character escapes the devastation by time traveling five years into the future. As Eorzea recovers and rebuilds, the player must deal with the impending threat of invasion by the Garlean Empire from the north.
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Yeah Mor Dhona and Idyllshire were built up patch by patch. They were pretty significant changes too kind of like how we built up the enclave.
The way I thought of the 'bow mage' thing was bard in 2.0 and now are Rangers with songs, but in 3.0 they tried to make Bards with bows… and it did not work at all XD
Protect and stoneskin were just busy work cause we always did it, they just changed the numbers for mobs to be like it was always there.
Cross-class skills on classes instead of jobs is a hell of a thing to remember…
The rule was that a job could pull from two other classes' cross-class skills, and the classes you could pull from were set in stone. So PLD could pull skills from CNJ and MRD, as an example.
Jobs were limited to 5 cross class skills from those two jobs. You had to set your cross-class skills in the skill UI.
Classes could use ANY cross-class skill from any other class, and could pick up to 10.
What was weird though is when you would use a cross-class skill, you would do the spell cast animation for the normal expected weapon type for that class. Physick was a cross-class skill, and your character would wield your weapon in some really weird and glitchy ways.
Diadem was modified into zone for gathering for Ishgard Restoration, which can be used to level up crafting and gathering classes.
Speaking of crafting and gathering, thing get stream-lined a lot this expansion. The cross-class stuff applied even more with crafting classes, to the point people are encourage to level them up all at once. It's no longer a problem nowaday, although levelling them all still make it more efficient, since they share almost all gear and use often use material from other crafting classes.
Also, Glamour Dresser was originally to be called "Glamour Commode" and while commode can mean "drawers", it can also mean "toilet chair". This caused people to call it "Glamour Toilets" for a while.
Fun Additional Fact: The Shadowcourt Handmaiden had a chance to drop the Blood Sword (a glamour PLD sword that she's wielding in her model). You can now only acquire it for 10,000 MGP at the Gold Saucer. Though I can't explicitly remember if the Gold Saucer means of acquisition was made before, during, or after this boss was a thing.
But yeah, Proto-Ultima (the one you fight in Dun Scaith) was actually a 2016 Fanfest-exclusive trial done with 8 players in its own arena prior to its inclusion in Dun Scaith, so before its inclusion in Dun Scaith, the only way you could fight Proto-Ultima outside of encountering it as a World Boss in Azys Lla was to be a Fanfest 2016 attendee.
The very first Fanfest (2014) had Odin as a trial fight before he was officially added as a trial in the game proper (Urth's Fount). (He was still a world boss as early as 2.0, just not an actual trial fight)
The 2018 Fanfest, iirc, had Yojimbo as a trial fight before he was officially added as a trial in the game proper (Kugane Ohashi).
Sadly, due to the Covid-19 Pandemic forcing fanfest to be held digitally, we never got an exclusive trial fight. But if I had to speculate, it would probably have been Memoria Misera.
The Developer Room seems to be a tribute to one Chrono Trigger's secret endings.
Hello, Krojak-san.
On the official FF14 YouTube channel, there is a video of the song "Tomorrow and Tomorrow" with the lyrics subtitled
It's a very good video, check it out!
I'm looking forward to your reaction!
Some of these spells are still usable in the Stormblood and Shadowbringers relic areas
The Succubus thing is still in the game even. However it anyone in the group has a reapeatable quest active the boss changes..and i haven't seen the situation that that isnt the case in a looong while
To add to glitches that were a thing.
Machinist had a skill that would make the next three weaponskills practically instant cast or super speedy cast. For some reason teleport was affected by this. The cast for teleport was so fast. Of course it was patched.
The Shadowflare ability he glossed over hurts so much lol. It was SMN/SCH’s placed AOE pretty similar to NIN’s Doton if I remember. Ticked for damage and applied a slow debuff. When SCH had that and the full SMN kit with Bane we were green DPS gods!
I don't think he mentioned how Scholar was extremely OP back then. Their Lustrate literally heals % of health rather than potency.
The Bard AoE that Larry erroneously calls Rain of Death was actually called Wide Volley. It was… kinda unnecessary in function. Quick Nock was 110 potency AoE in a 12-yalm cone for 140 TP, Wide Volley was 110 potency AoE in a 5-yalm radius circle around target for 160 TP. Because TP was a limiting factor for AoE, you'd just use Nock instead of Volley in most situations, so it was redundant. The animation was still cool though… Kinda wish we'd kept it instead of Nock, or maybe made an AoE combo out of them.
Similar thing with the Dragoon pole dance (Ring of Thorns). Doom Spike was (initially 135 but at some point in ARR upgraded to) 160 potency in a 10-yalm line for 160 TP, and Ring of Thorns was 100 potency in a 5-yalm circle for 120 TP, so less powerful and less potency per TP too. It did have a combo action from Heavy Thrust (a single-target attack that would do 100 potency, or 170 from a flank, and gave the predecessor of the damage up buff that's now on Disembowel) that would upgrade its potency to 150, but that didn't help much (oh and that combo only activated if you hit the flank positional right :)). Really all you'd do was hit Heavy thrust to get the buff up, then Ring of Thorns once, and then spam Spike until Heavy Thrust refresh, since Spike was just more damage per GCD and more damage per TP at 4+ enemies.
So yeah another functionally redundant AoE skill. They could again have chosen to keep that and scrap Doom Spike, but I at least personally prefer Spike – it being a line makes it a little more interesting when most AoE is circles. But personal preference.
You can still see some NPCs use these removed skills by the way!
On the mention of Heavensward Bard and Machinist: Machinist had its base combo reliant on RNG. As in, it was RNG whether you could actually do the combo. Every time you shot, it was a coin toss whether the combo would actually progress. And if it didn't, you had to start over. It was kinda infuriating. Made even worse by the existence of the cast times, because since the combo proc could only show up after the attack landed, you had even less time to decide whether to actually go to hit the next combo part or the first one over.
On the crossclass point: When you were a base class, you could not only crossclass 10 skills instead of the 5 jobs get, you could also crossclass things from a wider selection – jobs could only borrow from 2 beyond their base class, classes could take from the whole set. The actually created an interesting period of time during ARR where you would not bring a Warrior to serious raiding, but instead you'd bring a Marauder – thanks to the extra crossclasses (and Warrior's job-specific kit being kinda weak) Marauder could bring both more damage and utility than a Warrior, while still being able to pull the offtank role decently well (Paladins were primarily main tanks). Weird times.
The old Astro cards were fun for flavor, but really, the current iteration is more functional. Back then it was basically "draw expanded Balance or you're a bad Astro" – sure there were a couple others that could help with damage, but they were worse, and some couldn't help with damage at all and so were pretty much considered trash, so Astro was really luck-based on whether you could contribute properly to a party or not. It was actually the correct play in quite a number of occasions to just throw away your card and not use it, whereas the current system makes all the cards at least usable. Oh right and also the haste buff was a problem, since it could outright screw with people's rotations, and would do so even more now – many jobs would hate it now, even without the danger of running out of TP. Like, imagine that you've perfected your rotation so that everything lines up for a burst phase – and then some Astro throws a card on you and now it's all screwed up, because of another player doing something "helpful".
I do kinda hoe the devs figure out some way to bring back the more varied cards without going all the way back to the RNG mess it used to be. I do have a couple possible ideas for how it could maybe work, but I'm not too confident in either…